Codrops 원본

WebGPU Gommage Effect: Dissolving MSDF Text into Dust and Petals with Three.js & TSL

텍스트 · MIT

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WebGPU Gommage Effect: Dissolving MSDF Text into Dust and Petals with Three.js & TSL 정적 미리보기

갤러리 안에서는 화면을 벗어나거나 움직임을 멈추면 예제도 닫힙니다. 다시 재생할 때는 처음부터 시작해요.

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13개 파일

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css/base.css
파일 저장

*,
*::after,
*::before {
  box-sizing: border-box;
}

:root {
  font-size: 12px;
  --color-text: #d5cbb2;
  --color-bg: #000;
  --color-link: #a9161b;
  --color-link-hover: #d5cbb2;
  --page-padding: 1.5rem;
}

body {
  margin: 0;
  color: var(--color-text);
  background-color: var(--color-bg);
  font-family: 'Helvetica Neue', 'Segoe UI', sans-serif;
  -webkit-font-smoothing: antialiased;
  -moz-osx-font-smoothing: grayscale;
}

canvas {
  position: fixed;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
}

@media (scripting: enabled) {
  .loading {
    &::before,
    &::after {
      content: '';
      position: fixed;
      z-index: 10000;
    }

    &::before {
      top: 0;
      left: 0;
      width: 100%;
      height: 100%;
      background: var(--color-bg);
    }

    &::after {
      top: 50%;
      left: 50%;
      width: 100px;
      height: 1px;
      margin: 0 0 0 -50px;
      background: var(--color-link);
      animation: loaderAnim 1.5s ease-in-out infinite alternate forwards;
    }
  }
}

@keyframes loaderAnim {
  0% {
    transform: scaleX(0);
    transform-origin: 0% 50%;
  }

  50% {
    transform: scaleX(1);
    transform-origin: 0% 50%;
  }

  50.1% {
    transform: scaleX(1);
    transform-origin: 100% 50%;
  }

  100% {
    transform: scaleX(0);
    transform-origin: 100% 50%;
  }
}

a {
  text-decoration: none;
  color: var(--color-link);
  outline: none;
  cursor: pointer;

  &:hover {
    text-decoration: underline;
    color: var(--color-link-hover);
  }

  &:focus {
    outline: none;
    background: lightgrey;

    &:not(:focus-visible) {
      background: transparent;
    }

    &:focus-visible {
      outline: 2px solid red;
      background: transparent;
    }
  }
}

.frame {
  padding: 3rem var(--page-padding) 0;
  display: grid;
  z-index: 1000;
  position: relative;
  grid-row-gap: 1rem;
  grid-column-gap: 2rem;
  pointer-events: none;
  justify-items: start;
  grid-template-columns: auto auto auto 1fr;
  grid-template-areas:
    'title title title title'
    'back archive github ...'
    'demos demos demos demos'
    'tags tags tags tags'
    'sponsor sponsor sponsor sponsor';

  #cdawrap {
    justify-self: start;
    grid-area: sponsor;
  }

  a,
  button {
    pointer-events: auto;
  }

  .frame__title {
    grid-area: title;
    font-size: inherit;
    margin: 0;
  }

  .frame__back {
    grid-area: back;
    justify-self: start;
  }

  .frame__archive {
    grid-area: archive;
    justify-self: start;
  }

  .frame__github {
    grid-area: github;
  }

  .frame__tags {
    grid-area: tags;
    display: flex;
    flex-wrap: wrap;
    gap: 1rem;
  }

  .frame__demos {
    grid-area: demos;
    display: flex;
    flex-wrap: wrap;
    gap: 1rem;
  }

  @media screen and (min-width: 53em) {
    padding: var(--page-padding);
    height: 100%;
    position: fixed;
    top: 0;
    left: 0;
    width: 100%;
    grid-template-columns: auto auto auto auto 1fr;
    grid-template-rows: auto auto;
    align-content: space-between;
    grid-template-areas:
      'title back github archive demos'
      'tags tags tags sponsor sponsor';

    .frame__tags {
      align-self: end;
    }

    .frame__demos,
    #cdawrap {
      justify-self: end;
      text-align: right;
      max-width: 300px;
    }
  }
}

.content {
  padding: var(--page-padding);
  display: flex;
  flex-direction: column;
  width: 100vw;
  position: relative;

  @media screen and (min-width: 53em) {
    min-height: 100vh;
    justify-content: center;
    align-items: center;
  }
}
css/controlUI.css
파일 저장

@font-face {
  font-family: 'Cinzel';
  src: url('/fonts/Cinzel/Cinzel-Regular.ttf') format('truetype');
  font-weight: normal;
  font-style: normal;
}

#control-ui-container {
  position: fixed;
  bottom: 200px;
  z-index: 9999;
  width: 100%;
  left: 50%;
  display: flex;
  align-items: center;
  justify-content: center;
  gap: 24px;
  transform: translateX(-50%);
  --e33-color: #d5cbb2;
}

.E33-button {
  font-family: 'Cinzel', serif;
  padding: 12px 30px;
  cursor: pointer;
  background-color: rgba(0, 0, 0, 0.7);
  color: var(--e33-color);
  border: none;
  position: relative;
  clip-path: polygon(0% 50%, 15px 0%, calc(100% - 15px) 0%, 100% 50%, calc(100% - 15px) 100%, 15px 100%);
  transition: transform 0.15s ease-out 0.05s;
  font-size: 2rem;
  transition: opacity 0.15s ease-out 0.05s;

  &.disabled {
    opacity: 0.4;
    cursor: default;
  }
}

.E33-button::before {
  content: '';
  position: absolute;
  inset: 0;
  background: var(--e33-color);
  --borderSize: 1px;
  clip-path: polygon(
    0% 50%,
    15px 0%,
    calc(100% - 15px) 0%,
    100% 50%,
    calc(100% - 15px) 100%,
    15px 100%,
    0% 50%,

    var(--borderSize) 50%,
    calc(15px + 0.5px) calc(100% - var(--borderSize)),
    calc(100% - 15px - 0.5px) calc(100% - var(--borderSize)),
    calc(100% - var(--borderSize)) 50%,
    calc(100% - 15px - 0.5px) var(--borderSize),
    calc(15px + 0.5px) var(--borderSize),
    var(--borderSize) 50%
  );
  z-index: -1;
}
함께 쓰는 파일 11개 보기
index.html
파일 저장

<!DOCTYPE html>
<html lang="en" class="no-js">

<head>
  <meta charset="UTF-8" />
  <meta name="viewport" content="width=device-width, initial-scale=1" />
  <title>Clair Obscur: Expedition 33 WebGPU Gommage Effect | Codrops</title>
  <link rel="icon" type="image/svg+xml" href="https://tympanus.net/favicon/favicon.svg" />
  <link rel="shortcut icon" href="https://tympanus.net/favicon/favicon.ico" />
  <link rel="stylesheet" type="text/css" href="./css/base.css" />
  <link rel="stylesheet" type="text/css" href="./css/controlUI.css" />
  <script>
    document.documentElement.className = 'js';
  </script>
  <script src="//tympanus.net/codrops/adpacks/analytics.js"></script>
</head>

<body class="demo-1">
  <main>
    <header class="frame">
      <h1 class="frame__title">Clair Obscur: Expedition 33 WebGPU Gommage Effect</h1>
      <a class="frame__back" href="https://tympanus.net/codrops/?p=107900">Tutorial</a>
      <a class="frame__archive" href="https://tympanus.net/codrops/hub/">All demos</a>
      <a class="frame__github" href="https://github.com/WallabyMonochrome/WebGPU-clair-obscur-gommage-codrops">GitHub</a>
      <nav class="frame__tags">
        <a href="https://tympanus.net/codrops/demos/?tag=three-js">#three.js</a>
        <a href="https://tympanus.net/codrops/demos/?tag=tsl">#TSL</a>
        <a href="https://tympanus.net/codrops/demos/?tag=webgpu">#webgpu</a>
      </nav>
    </header>
    <div id="canvas-container"></div>
    <div id="control-ui-container">
      <button class="E33-button" id="gommage-button">Start</button>
    </div>
  </main>
  <script src="https://tympanus.net/codrops/adpacks/cda_sponsor.js"></script>
  <script type="module" src="./src/experience.js"></script>
</body>

</html>
src/debug.js
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//debug.js

import { Pane } from 'tweakpane';

export const DEBUG_FOLDERS = {
  MSDF_TEXT: 'MSDFText',
};

class Debug {
  static instance = null;
  static ENABLED = false;

  #pane = null;
  #baseFolder = null;
  #folders = new Map();

  static getInstance() {
    if (Debug.instance === null) {
      Debug.instance = new Debug();
    }
    return Debug.instance;
  }
  constructor() {
    if (Debug.ENABLED) {
      this.#pane = new Pane();
      this.#baseFolder = this.#pane.addFolder({ title: 'Debug' });
      this.#baseFolder.expanded = false;
    }
  }
  createNoOpProxy() {
    const handler = {
      get:
        () =>
        (..._args) =>
          this.createNoOpProxy(),
    };
    return new Proxy({}, handler);
  }

  getFolder(name) {
    if (!Debug.ENABLED) {
      return this.createNoOpProxy();
    }
    const existing = this.#folders.get(name);
    if (existing) {
      return existing;
    }
    const folder = this.#baseFolder.addFolder({ title: name });
    this.#folders.set(name, folder);
    return folder;
  }
}

export default Debug;
src/dustParticles.js
파일 저장

//dustParticles.js

import * as THREE from 'three/webgpu';
import {
  attribute,
  uniform,
  positionLocal,
  texture,
  vec4,
  uv,
  mrt,
  time,
  vec2,
  vec3,
  clamp,
  sin,
  smoothstep,
  float,
} from 'three/tsl';

export default class DustParticles {
  constructor() {}

  #spawnPos;
  #birthLifeSeedScale;
  #currentDustIndex = 0;
  #dustMesh;
  #MAX_DUST = 100;

  async initialize(perlinTexture, dustParticleTexture) {
    const dustGeometry = new THREE.PlaneGeometry(0.02, 0.02);
    this.#spawnPos = new Float32Array(this.#MAX_DUST * 3);
    // Combined 4 attributes into one to not go above the 9 attribute limit for webgpu
    this.#birthLifeSeedScale = new Float32Array(this.#MAX_DUST * 4);
    this.#currentDustIndex = 0;

    dustGeometry.setAttribute('aSpawnPos', new THREE.InstancedBufferAttribute(this.#spawnPos, 3));
    dustGeometry.setAttribute('aBirthLifeSeedScale', new THREE.InstancedBufferAttribute(this.#birthLifeSeedScale, 4));
    const material = this.createDustMaterial(perlinTexture, dustParticleTexture);
    this.#dustMesh = new THREE.InstancedMesh(dustGeometry, material, this.#MAX_DUST);
    return this.#dustMesh;
  }

  debugSpawnDust() {
    for (let i = 0; i < 10; i++) {
      this.spawnDust(new THREE.Vector3((Math.random() * 2 - 1) * 0.5, (Math.random() * 2 - 1) * 0.5, 0));
    }
  }

  spawnDust(spawnPos) {
    if (this.#currentDustIndex === this.#MAX_DUST) this.#currentDustIndex = 0;
    const id = this.#currentDustIndex;
    this.#currentDustIndex = this.#currentDustIndex + 1;
    this.#spawnPos[id * 3 + 0] = spawnPos.x;
    this.#spawnPos[id * 3 + 1] = spawnPos.y;
    this.#spawnPos[id * 3 + 2] = spawnPos.z;
    this.#birthLifeSeedScale[id * 4 + 0] = performance.now() * 0.001; // Birth time
    this.#birthLifeSeedScale[id * 4 + 1] = 4; // Life time
    this.#birthLifeSeedScale[id * 4 + 2] = Math.random(); // Random seed
    this.#birthLifeSeedScale[id * 4 + 3] = Math.random() * 0.5 + 0.5; // Scane

    this.#dustMesh.geometry.attributes.aSpawnPos.needsUpdate = true;
    this.#dustMesh.geometry.attributes.aBirthLifeSeedScale.needsUpdate = true;
  }

  createDustMaterial(perlinTexture, dustTexture) {
    const material = new THREE.MeshBasicMaterial({
      transparent: true,
      depthWrite: false,
      depthTest: false,
    });

    const aSpawnPos = attribute('aSpawnPos', 'vec3');
    const aBirthLifeSeedScale = attribute('aBirthLifeSeedScale', 'vec4');
    const aBirth = aBirthLifeSeedScale.x;
    const aLife = aBirthLifeSeedScale.y;
    const aSeed = aBirthLifeSeedScale.z;
    const aScale = aBirthLifeSeedScale.w;

    const uDustColor = uniform(new THREE.Color('#8A8A8A'));
    const uWindDirection = uniform(new THREE.Vector3(-1, 0, 0).normalize());
    const uWindStrength = uniform(0.3);
    const uRiseSpeed = uniform(0.1); // constant lift
    const uNoiseScale = uniform(30.0); // start small (frequency)
    const uNoiseSpeed = uniform(0.015); // scroll speed
    const uWobbleAmp = uniform(0.6); // vertical wobble amplitude

    // Age of the dust in seconds
    const dustAge = time.sub(aBirth);
    const lifeInterpolation = clamp(dustAge.div(aLife), 0, 1);

    // Use noise
    const randomSeed = vec2(aSeed.mul(123.4), aSeed.mul(567.8));
    const noiseUv = aSpawnPos.xz
      .mul(uNoiseScale)
      .add(randomSeed)
      .add(uWindDirection.xz.mul(dustAge.mul(uNoiseSpeed)));

    // Return a value between 0 and 1.
    const noiseSample = texture(perlinTexture, noiseUv).x;
    const noiseSammpleBis = texture(perlinTexture, noiseUv.add(vec2(13.37, 7.77))).x;

    // Convert to turbulence values between -1 and 1.
    const turbulenceX = noiseSample.sub(0.5).mul(2);
    const turbulenceY = noiseSammpleBis.sub(0.5).mul(2);

    const swirl = vec3(clamp(turbulenceX.mul(lifeInterpolation), 0, 1.0), turbulenceY.mul(lifeInterpolation), 0.0).mul(
      uWobbleAmp
    );

    const windImpulse = uWindDirection.mul(uWindStrength).mul(dustAge);

    const riseFactor = clamp(noiseSample, 0.3, 1.0);
    const rise = vec3(0.0, dustAge.mul(uRiseSpeed).mul(riseFactor), 0.0);
    const driftMovement = windImpulse.add(rise).add(swirl);

    // 0 at creation, 1 at death
    const scaleFactor = smoothstep(float(0), float(0.05), lifeInterpolation);
    const fadingOut = float(1.0).sub(smoothstep(float(0.8), float(1.0), lifeInterpolation));

    const dustSample = texture(dustTexture, uv());
    material.colorNode = vec4(uDustColor, dustSample.a);
    material.positionNode = aSpawnPos.add(driftMovement).add(positionLocal.mul(aScale.mul(scaleFactor)));
    material.opacityNode = fadingOut;

    material.mrtNode = mrt({
      bloomIntensity: float(0.5).mul(fadingOut),
    });

    return material;
  }
}
src/experience.js
파일 저장

//experience.js

import * as THREE from 'three/webgpu';
import GommageOrchestrator from './gommageOrchestrator.js';
import { float, mrt, pass, output } from 'three/tsl';
import { bloom } from 'three/examples/jsm/tsl/display/BloomNode.js';

export class Experience {
  #threejs = null;
  #scene = null;
  #camera = null;
  #webgpuComposer = null;

  constructor() {}

  async initialize(container) {
    await this.#setupProject(container);
    window.addEventListener('resize', this.#onWindowResize_.bind(this), false);
    await this.#setupPostprocessing();
    this.#raf();
  }

  async #setupProject(container) {
    this.#threejs = new THREE.WebGPURenderer({ antialias: true });
    await this.#threejs.init();

    this.#threejs.shadowMap.enabled = false;
    this.#threejs.toneMapping = THREE.ACESFilmicToneMapping;
    this.#threejs.setClearColor(0x111111, 1);
    this.#threejs.setSize(window.innerWidth, window.innerHeight);
    this.#threejs.setPixelRatio(Math.min(window.devicePixelRatio, 2));
    container.appendChild(this.#threejs.domElement);

    // Camera Setup !
    const fov = 45;
    const aspect = window.innerWidth / window.innerHeight;
    const near = 0.1;
    const far = 25;
    this.#camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
    this.#camera.position.set(0, 0, 5);
    // Call window resize to compute FOV
    this.#onWindowResize_();
    this.#scene = new THREE.Scene();
    // Test MSDF Text
    const gommageOrchestratorEntity = new GommageOrchestrator();
    await gommageOrchestratorEntity.initialize(this.#scene);
  }

  async #setupPostprocessing() {
    this.#webgpuComposer = new THREE.PostProcessing(this.#threejs);
    const scenePass = pass(this.#scene, this.#camera);

    scenePass.setMRT(
      mrt({
        output,
        bloomIntensity: float(0),
      })
    );
    let outNode = scenePass;

    const outputPass = scenePass.getTextureNode();
    const bloomIntensityPass = scenePass.getTextureNode('bloomIntensity');
    const bloomPass = bloom(outputPass.mul(bloomIntensityPass), 0.8);
    outNode = outNode.add(bloomPass);

    this.#webgpuComposer.outputNode = outNode.renderOutput();
    this.#webgpuComposer.needsUpdate = true;
  }

  #onWindowResize_() {
    const HORIZONTAL_FOV_TARGET = THREE.MathUtils.degToRad(45);
    this.#camera.aspect = window.innerWidth / window.innerHeight;
    const verticalFov = 2 * Math.atan(Math.tan(HORIZONTAL_FOV_TARGET / 2) / this.#camera.aspect);
    this.#camera.fov = THREE.MathUtils.radToDeg(verticalFov);
    this.#camera.updateProjectionMatrix();
    this.#threejs.setSize(window.innerWidth, window.innerHeight);
  }

  #render() {
    //this.#threejs.render(this.#scene, this.#camera);
    this.#webgpuComposer.render();
  }

  #raf() {
    requestAnimationFrame((t) => {
      this.#render();
      this.#raf();
    });
  }
}

new Experience().initialize(document.querySelector('#canvas-container'));
src/gommageOrchestrator.js
파일 저장

//gommageOrchestrator.js

import * as THREE from 'three/webgpu';
import MSDFText from './msdfText.js';
import { uniform } from 'three/tsl';
import DustParticles from './dustParticles.js';
import PetalParticles from './petalParticles.js';
import Debug, { DEBUG_FOLDERS } from './debug.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import gsap from 'gsap';

export default class GommageOrchestrator {
  #uProgress = uniform(0.0);

  #MSDFTextEntity = null;
  #DustParticlesEntity = null;
  #PetalParticlesEntity = null;

  #dustInterval = 0.125;
  #petalInterval = 0.05;
  #gommageTween = null;
  #spawnDustTween = null;
  #spawnPetalTween = null;

  constructor() {}

  async initialize(scene) {
    const { perlinTexture, dustParticleTexture, fontAtlasTexture } = await this.loadTextures();
    const petalGeometry = await this.loadPetalGeometry();

    const debugFolder = Debug.getInstance().getFolder(DEBUG_FOLDERS.MSDF_TEXT);
    this.#MSDFTextEntity = new MSDFText();
    const msdfText = await this.#MSDFTextEntity.initialize(
      'Gommage',
      new THREE.Vector3(0, 0, 0),
      this.#uProgress,
      perlinTexture,
      fontAtlasTexture
    );
    scene.add(msdfText);

    this.#DustParticlesEntity = new DustParticles();
    const dustParticles = await this.#DustParticlesEntity.initialize(perlinTexture, dustParticleTexture);
    scene.add(dustParticles);

    this.#PetalParticlesEntity = new PetalParticles();
    const petalParticles = await this.#PetalParticlesEntity.initialize(perlinTexture, petalGeometry);
    scene.add(petalParticles);

    const GommageButton = debugFolder.addButton({
      title: 'GOMMAGE',
    });
    const ResetButton = debugFolder.addButton({
      title: 'RESET',
    });
    const DustButton = debugFolder.addButton({
      title: 'DUST',
    });
    const PetalButton = debugFolder.addButton({
      title: 'PETAL',
    });
    GommageButton.on('click', () => {
      this.triggerGommage();
    });
    ResetButton.on('click', () => {
      this.resetGommage();
    });
    DustButton.on('click', () => {
      const randomPosition = this.#MSDFTextEntity.getRandomPositionInMesh();
      this.#DustParticlesEntity.spawnDust(randomPosition);
    });
    PetalButton.on('click', () => {
      this.#PetalParticlesEntity.debugSpawnPetal();
    });

    // Use HTML buttons
    this.gommageButton = document.getElementById('gommage-button');
    this.gommageButton.addEventListener('click', () => {
      console.log('gommage button clicked');
      this.triggerGommage();
    });
  }

  async loadPetalGeometry() {
    const modelLoader = new GLTFLoader();
    const petalScene = await modelLoader.loadAsync('./models/petal.glb');
    const petalMesh = petalScene.scene.getObjectByName('PetalV2');
    return petalMesh.geometry;
  }

  async loadTextures() {
    const textureLoader = new THREE.TextureLoader();

    const dustParticleTexture = await textureLoader.loadAsync('./textures/dustParticle.png');
    dustParticleTexture.colorSpace = THREE.NoColorSpace;
    dustParticleTexture.minFilter = THREE.LinearFilter;
    dustParticleTexture.magFilter = THREE.LinearFilter;
    dustParticleTexture.generateMipmaps = false;

    const perlinTexture = await textureLoader.loadAsync('./textures/perlin.webp');
    perlinTexture.colorSpace = THREE.NoColorSpace;
    perlinTexture.minFilter = THREE.LinearFilter;
    perlinTexture.magFilter = THREE.LinearFilter;
    perlinTexture.wrapS = THREE.RepeatWrapping;
    perlinTexture.wrapT = THREE.RepeatWrapping;
    perlinTexture.generateMipmaps = false;

    const fontAtlasTexture = await textureLoader.loadAsync('./fonts/Cinzel/Cinzel.png');
    fontAtlasTexture.colorSpace = THREE.NoColorSpace;
    fontAtlasTexture.minFilter = THREE.LinearFilter;
    fontAtlasTexture.magFilter = THREE.LinearFilter;
    fontAtlasTexture.wrapS = THREE.ClampToEdgeWrapping;
    fontAtlasTexture.wrapT = THREE.ClampToEdgeWrapping;
    fontAtlasTexture.generateMipmaps = false;

    return { perlinTexture, dustParticleTexture, fontAtlasTexture };
  }

  triggerGommage() {
    // Don't start if already running
    if (this.#gommageTween || this.#spawnDustTween || this.#spawnPetalTween) return;
    this.#uProgress.value = 0;

    // Disable button while effect is running
    this.gommageButton.disabled = true;
    this.gommageButton.classList.add('disabled');

    this.#spawnDustTween = gsap.to(
      {},
      {
        duration: this.#dustInterval,
        repeat: -1,
        onRepeat: () => {
          const p = this.#MSDFTextEntity.getRandomPositionInMesh();
          this.#DustParticlesEntity.spawnDust(p);
        },
      }
    );

    this.#spawnPetalTween = gsap.to(
      {},
      {
        duration: this.#petalInterval,
        repeat: -1,
        onRepeat: () => {
          const p = this.#MSDFTextEntity.getRandomPositionInMesh();
          this.#PetalParticlesEntity.spawnPetal(p);
        },
      }
    );

    this.#gommageTween = gsap.to(this.#uProgress, {
      value: 1,
      duration: 6,
      ease: 'linear',
      onComplete: () => {
        this.#spawnDustTween?.kill();
        this.#spawnPetalTween?.kill();
        this.#spawnDustTween = null;
        this.#gommageTween = null;
        this.#spawnPetalTween = null;
        gsap.delayedCall(1, () => {
          this.gommageButton.disabled = false;
          this.gommageButton.classList.remove('disabled');
        });
      },
    });
  }

  resetGommage() {
    this.#gommageTween?.kill();
    this.#spawnDustTween?.kill();
    this.#spawnPetalTween?.kill();

    this.#gommageTween = null;
    this.#spawnDustTween = null;
    this.#spawnPetalTween = null;

    this.#uProgress.value = 0;
  }
}
src/msdfText.js
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//msdfText.js

import * as THREE from 'three/webgpu';
import { MSDFTextGeometry, MSDFTextNodeMaterial } from 'three-msdf-text-utils';
import { texture, mix, uniform, clamp, pow, attribute, step, float, smoothstep, mrt } from 'three/tsl';

export default class MSDFText {
  constructor() {}

  #worldPositionBounds;

  async initialize(
    text = 'Gommage',
    position = new THREE.Vector3(0, 0, 0),
    uProgress,
    perlinTexture,
    fontAtlasTexture
  ) {
    // Load font data
    const response = await fetch('./fonts/Cinzel/Cinzel.json');
    const fontData = await response.json();

    // Create text geometry
    const textGeometry = new MSDFTextGeometry({
      text,
      font: fontData,
      width: 1000,
      align: 'center',
    });

    const textMaterial = this.createTextMaterial(fontAtlasTexture, perlinTexture, uProgress);

    // Adjust to remove visual artifacts
    textMaterial.alphaTest = 0.1;
    const mesh = new THREE.Mesh(textGeometry, textMaterial);

    // With this we make the height of lineHeight 0.3 world units
    const targetLineHeight = 0.5;
    const lineHeightPx = fontData.common.lineHeight;
    let textScale = targetLineHeight / lineHeightPx;

    mesh.scale.set(textScale, textScale, textScale);
    const meshOffset = -(textGeometry.layout.width / 2) * textScale;

    mesh.position.set(position.x + meshOffset, position.y, position.z);
    mesh.rotation.x = Math.PI;
    // Compute the world position bounds of our text
    textGeometry.computeBoundingBox();
    mesh.updateWorldMatrix(true, false);
    this.#worldPositionBounds = new THREE.Box3().setFromObject(mesh);
    return mesh;
  }

  getRandomPositionInMesh() {
    const min = this.#worldPositionBounds.min;
    const max = this.#worldPositionBounds.max;
    const x = Math.random() * (max.x - min.x) + min.x;
    const y = Math.random() * (max.y - min.y) + min.y;
    const z = Math.random() * 0.5;
    return new THREE.Vector3(x, y, z);
  }

  createTextMaterial(fontAtlasTexture, perlinTexture, uProgress) {
    const textMaterial = new MSDFTextNodeMaterial({
      map: fontAtlasTexture,
      transparent: true,
    });

    const glyphUv = attribute('glyphUv', 'vec2');
    const center = attribute('center', 'vec2');

    const uNoiseRemapMin = uniform(0.48);
    const uNoiseRemapMax = uniform(0.9);
    const uCenterScale = uniform(0.05);
    const uGlyphScale = uniform(0.75);
    const uDissolvedColor = uniform(new THREE.Color('#5E5E5E'));
    const uDesatComplete = uniform(0.45);
    const uBaseColor = uniform(new THREE.Color('#ECCFA3'));

    const customUv = center.mul(uCenterScale).add(glyphUv.mul(uGlyphScale));

    const perlinTextureNode = texture(perlinTexture, customUv).x;
    const perlinRemap = clamp(perlinTextureNode.sub(uNoiseRemapMin).div(uNoiseRemapMax.sub(uNoiseRemapMin)), 0, 1);
    const dissolve = step(uProgress, perlinRemap);
    const desaturationProgress = smoothstep(float(0.0), uDesatComplete, uProgress);

    const colorMix = mix(uBaseColor, uDissolvedColor, desaturationProgress);
    textMaterial.colorNode = colorMix;
    const msdfOpacity = textMaterial.opacityNode;
    textMaterial.opacityNode = msdfOpacity.mul(dissolve);
    textMaterial.mrtNode = mrt({
      bloomIntensity: float(0.4).mul(dissolve),
    });

    return textMaterial;
  }
}
src/petalParticles.js
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//petalParticles.js

import * as THREE from 'three/webgpu';
import {
  attribute,
  uniform,
  positionLocal,
  texture,
  vec4,
  mrt,
  uv,
  mix,
  normalLocal,
  instanceIndex,
  normalize,
  abs,
  dot,
  time,
  vec2,
  vec3,
  clamp,
  smoothstep,
  float,
  pow,
  cos,
  sin,
  mat3,
  TWO_PI,
} from 'three/tsl';

export default class PetalParticles {
  constructor() {}

  #spawnPos;
  #birthLifeSeedScale;
  #currentPetalIndex = 0;
  #petalMesh;
  #MAX_PETAL = 400;

  async initialize(perlinTexture, petalGeometry) {
    const petalGeo = petalGeometry.clone();
    const scale = 0.1;
    petalGeo.scale(scale, scale, scale);

    this.#spawnPos = new Float32Array(this.#MAX_PETAL * 3);
    // Combined 4 attributes into one to not go above the 9 attribute limit for webgpu
    this.#birthLifeSeedScale = new Float32Array(this.#MAX_PETAL * 4);
    this.#currentPetalIndex = 0;

    petalGeo.setAttribute('aSpawnPos', new THREE.InstancedBufferAttribute(this.#spawnPos, 3));
    petalGeo.setAttribute('aBirthLifeSeedScale', new THREE.InstancedBufferAttribute(this.#birthLifeSeedScale, 4));
    const material = this.createPetalMaterial(perlinTexture);
    this.#petalMesh = new THREE.InstancedMesh(petalGeo, material, this.#MAX_PETAL);
    return this.#petalMesh;
  }

  debugSpawnPetal() {
    for (let i = 0; i < 10; i++) {
      this.spawnPetal(new THREE.Vector3((Math.random() * 2 - 1) * 0.5, (Math.random() * 2 - 1) * 0.5, 0));
    }
  }

  spawnPetal(spawnPos) {
    if (this.#currentPetalIndex === this.#MAX_PETAL) this.#currentPetalIndex = 0;
    const id = this.#currentPetalIndex;
    this.#currentPetalIndex = this.#currentPetalIndex + 1;
    this.#spawnPos[id * 3 + 0] = spawnPos.x;
    this.#spawnPos[id * 3 + 1] = spawnPos.y;
    this.#spawnPos[id * 3 + 2] = spawnPos.z;
    this.#birthLifeSeedScale[id * 4 + 0] = performance.now() * 0.001; // Birth time
    this.#birthLifeSeedScale[id * 4 + 1] = 6; // Life time
    this.#birthLifeSeedScale[id * 4 + 2] = Math.random(); // Random seed
    this.#birthLifeSeedScale[id * 4 + 3] = Math.random() * 0.5 + 0.5; // Scale

    this.#petalMesh.geometry.attributes.aSpawnPos.needsUpdate = true;
    this.#petalMesh.geometry.attributes.aBirthLifeSeedScale.needsUpdate = true;
  }

  createPetalMaterial(perlinTexture) {
    const material = new THREE.MeshBasicNodeMaterial({
      transparent: true,
      side: THREE.DoubleSide,
    });

    function rotX(a) {
      const c = cos(a);
      const s = sin(a);
      const ns = s.mul(-1.0);
      return mat3(1.0, 0.0, 0.0, 0.0, c, ns, 0.0, s, c);
    }
    function rotY(a) {
      const c = cos(a);
      const s = sin(a);
      const ns = s.mul(-1.0);
      return mat3(c, 0.0, s, 0.0, 1.0, 0.0, ns, 0.0, c);
    }

    function rotZ(a) {
      const c = cos(a);
      const s = sin(a);
      const ns = s.mul(-1.0);
      return mat3(c, ns, 0.0, s, c, 0.0, 0.0, 0.0, 1.0);
    }

    const aSpawnPos = attribute('aSpawnPos', 'vec3');
    const aBirthLifeSeedScale = attribute('aBirthLifeSeedScale', 'vec4');
    const aBirth = aBirthLifeSeedScale.x;
    const aLife = aBirthLifeSeedScale.y;
    const aSeed = aBirthLifeSeedScale.z;
    const aScale = aBirthLifeSeedScale.w;

    const uWindDirection = uniform(new THREE.Vector3(-1, 0, 0).normalize());
    const uWindStrength = uniform(0.3);
    const uRiseSpeed = uniform(0.1); // constant lift
    const uNoiseScale = uniform(30.0); // start small (frequency)
    const uNoiseSpeed = uniform(0.015); // scroll speed
    const uWobbleAmp = uniform(0.6); // vertical wobble amplitude

    const uBendAmount = uniform(2.5);
    const uBendSpeed = uniform(1.0);
    const uSpinSpeed = uniform(2.0);
    const uSpinAmp = uniform(0.45); // overall rotation amount
    const uRedColor = uniform(new THREE.Color('#9B0000'));
    const uWhiteColor = uniform(new THREE.Color('#EEEEEE'));
    const uLightPosition = uniform(new THREE.Vector3(0, 0, 5));

    // Age of the dust in seconds
    const dustAge = time.sub(aBirth);
    const lifeInterpolation = clamp(dustAge.div(aLife), 0, 1);

    // Use noise
    const randomSeed = vec2(aSeed.mul(123.4), aSeed.mul(567.8));
    const noiseUv = aSpawnPos.xz
      .mul(uNoiseScale)
      .add(randomSeed)
      .add(uWindDirection.xz.mul(dustAge.mul(uNoiseSpeed)));

    // Return a value between 0 and 1.
    const noiseSample = texture(perlinTexture, noiseUv).x;
    const noiseSammpleBis = texture(perlinTexture, noiseUv.add(vec2(13.37, 7.77))).x;

    // Convert to turbulence values between -1 and 1.
    const turbulenceX = noiseSample.sub(0.5).mul(2);
    const turbulenceY = noiseSammpleBis.sub(0.5).mul(2);
    const turbulenceZ = noiseSample.sub(0.5).mul(2);

    const swirl = vec3(clamp(turbulenceX.mul(lifeInterpolation), 0, 1.0), turbulenceY.mul(lifeInterpolation), 0.0).mul(
      uWobbleAmp
    );

    // Bending
    const y = uv().y;
    const bendWeight = pow(y, float(3.0));

    const bend = bendWeight.mul(uBendAmount).mul(sin(dustAge.mul(uBendSpeed.mul(noiseSample))));

    const B = rotX(bend);

    const windImpulse = uWindDirection.mul(uWindStrength).mul(dustAge);

    const riseFactor = clamp(noiseSample, 0.3, 1.0);
    const rise = vec3(0.0, dustAge.mul(uRiseSpeed).mul(riseFactor), 0.0);
    const driftMovement = windImpulse.add(rise).add(swirl);

    // Spin
    const baseX = aSeed.mul(1.13).mod(1.0).mul(TWO_PI);
    const baseY = aSeed.mul(2.17).mod(1.0).mul(TWO_PI);
    const baseZ = aSeed.mul(3.31).mod(1.0).mul(TWO_PI);

    const spin = dustAge.mul(uSpinSpeed).mul(uSpinAmp);
    const rx = baseX.add(spin.mul(0.9).mul(turbulenceX.add(1.5)));
    const ry = baseY.add(spin.mul(1.2).mul(turbulenceY.add(1.5)));
    const rz = baseZ.add(spin.mul(0.7).mul(turbulenceZ.add(1.5)));

    const R = rotY(ry).mul(rotX(rx)).mul(rotZ(rz));

    // 0 at creation, 1 at death
    const scaleFactor = smoothstep(float(0), float(0.05), lifeInterpolation);
    const fadingOut = float(1.0).sub(smoothstep(float(0.8), float(1.0), lifeInterpolation));

    // Update local position
    const positionLocalUpdated = R.mul(B.mul(positionLocal));
    const normalUpdate = normalize(R.mul(B.mul(normalLocal)));

    // Compute world position
    const worldPosition = aSpawnPos.add(driftMovement).add(positionLocalUpdated.mul(aScale.mul(scaleFactor)));

    // Petals color computation
    const petalColor = mix(uRedColor, uWhiteColor, instanceIndex.mod(3).equal(0));

    const lightDirection = normalize(uLightPosition.sub(worldPosition));
    const facing = clamp(abs(dot(normalUpdate, lightDirection)), 0.4, 1);

    material.colorNode = petalColor.mul(facing);
    material.positionNode = worldPosition;
    material.opacityNode = fadingOut;

    material.mrtNode = mrt({
      bloomIntensity: float(0.7).mul(fadingOut),
    });

    return material;
  }
}
vite.config.js
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import { defineConfig } from 'vite';

export default defineConfig({
  base: './',
  server: {
    open: true,
  },
  build: {
    outDir: 'dist',
  },
});
Media credits and license evidence실행 안내·자료
파일 저장

README.md
## Credits

- [three-msdf-text-utils](https://github.com/leochocolat/three-msdf-text-utils) by Léo Mouraire
- [msdf-bmfont-xml](https://github.com/soimy/msdf-bmfont-xml) by Shen Yiming
- Perlin Texture from [Screaming Brain Studios](https://screamingbrainstudios.com/downloads/)


## License

[MIT](LICENSE)
LICENSE실행 안내·자료
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MIT License

Copyright (c) 2009 - 2025 [Codrops](https://codrops.com)

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
Bundled dependency licenses실행 안내·자료
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GSAP standard license snapshot
Source: https://gsap.com/community/standard-license/
Retrieved: 2026-09-22T04:22:49.089Z
Original distribution copyright and version headers remain in the runtime code.

Standard "No Charge" GSAP License

 I. DEFINITIONS

 “GSAP License” means the terms and conditions of this GSAP Software License Agreement.

 "GSAP Products" means any Software made available at gsap.com (https://gsap.com) or any successor sites, including but not limited to the GSAP animation library and related plugins, tools, or extensions.

 "Permitted Uses" means the implementation and/or use of GSAP Products on any website, web application, or digital interface by any person or entity (which may include, for clarity, those of companies that compete with Webflow in other areas of business).

 "Prohibited Uses" means any implementation and/or use of GSAP Products in tools that allow users to build visual animations without code that encourages, induces, or materially assists in creating a solution that competes with Webflow’s visual animation building capabilities.

 "Competitive Products" means any software, tool, or service that enables users to create, edit, or manage animations through a visual interface or builder similar to Webflow (https://webflow.com).

 II. GRANT OF LICENSE

 Subject to the terms and conditions of this GSAP License, Webflow grants you a non-exclusive, worldwide license to use, reproduce, display, and implement GSAP Products solely for Permitted Uses.

 III. RESTRICTIONS

 You may not:

 Use any GSAP Products for any Prohibited Uses without prior written consent;

 Reverse engineer any GSAP Products for the purpose of creating Competitive Products;

 Remove or alter any proprietary notices or branding from GSAP Products.

 IV. OWNERSHIP AND INTELLECTUAL PROPERTY

 All intellectual property rights in GSAP Products, including but not limited to copyright, patents, trademarks, and trade secrets, remain the exclusive property of Webflow. This GSAP License does not transfer any ownership rights in GSAP Products to you.

 V. TERMINATION

 Webflow may terminate this GSAP License and revoke your access in its discretion if you fail to comply with any of these terms and conditions. Upon termination, you must cease all use of GSAP Products and destroy all copies in your possession.

 VI. MISCELLANEOUS PROVISIONS

 General: This GSAP License is incorporated into and subject to Webflow’s Terms of Service available here (https://webflow.com/legal/terms) ("Terms of Service"). In the event of any conflict or inconsistency between this GSAP License and the Terms of Service, the terms of this GSAP License shall govern in relation to your use of any GSAP Products.

 Amendments: Webflow reserves the right to update or modify this GSAP License at any time by posting the revised terms on this website, provided that any such updates or modifications shall not result in any material degradation to the security, integrity, or functionality of any GSAP Products. You understand and agree that your continued use of any GSAP Products after such revisions to this GSAP License constitutes your acceptance of this GSAP License as revised. If you do not accept the revised GSAP License, you are prohibited from using versions of the GSAP Products released after the effective date of the revised GSAP License (as well as any updates made to previous versions). Notwithstanding, you may continue using previous versions of GSAP Products under the applicable terms licensed to you prior to the effective date of the revised GSAP License (for clarity, excluding any updates made thereto).

 No Waiver: Failure of Webflow to enforce any provision of this GSAP License shall not constitute a waiver of future enforcement of that or any other provision.

 FAQ

 Is it acceptable for AI tools like ChatGPT, Cursor, Lovable, Webstudio, etc. to generate GSAP code?
 Absolutely! AI-generated code is not a "Prohibited Use".

 What if a WordPress plugin or theme or other niche tool allows users to create GSAP-driven effects through a visual interface? Is that prohibited?
 We want to encourage developers to build on top of GSAP, including visual tools that don't directly compete with Webflow's rich animation-building capabilities. If you are not sure if your product might be considered a "Prohibited Use", feel free to contact us (https://gsap.com/contact) so we can talk through it!

 Can I really use GSAP in commercial projects without paying anything?
 Yes, really! Commercial usage is covered under the standard license. All of GSAP including the plugins that were formerly "members-only" like SplitText (https://gsap.com/docs/v3/Plugins/SplitText/) and MorphSVG (https://gsap.com/docs/v3/Plugins/MorphSVGPlugin) can be used in commercial projects at no charge. Enjoy! 💚

 Effective date: April 30, 2025

 Last modified date: May 30, 2025

 Copyright (©) 2025, Webflow


three@0.181.2 — LICENSE
The MIT License

Copyright © 2010-2025 three.js authors

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.